;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this (max 8)
3       ; Communism pays support for all units past this (max 8)
0       ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1	; Value of each citizen to the Civilization Score.
20	; Value of each wonder to the Civilization Score.
1	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
-10	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
1	; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
0	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
not used,           5, 0,  no,  no,  0, 0    ; AFl         0
not used,           5, 0,  no,  no,  0, 0    ; Alp
not used,           5, 0,  no,  no,  0, 0    ; Amp
not used,           5, 0,  no,  no,  0, 0    ; Ast
Total War,          5, 0,  no,  no,  0, 0    ; Ato
Total War,          5, 0,  no,  no,  0, 0    ; Aut         5
not used,           5, 0,  no,  no,  0, 0    ; Ban
not used,           5, 0,  no,  no,  0, 0    ; Bri
not used,           5, 0,  no,  no,  0, 0    ; Bro
not used,           5, 0,  no,  no,  0, 0    ; Cer
not used,           5, 0,  no,  no,  0, 0    ; Che         10
not used,           5, 0,  no,  no,  0, 0    ; Chi
not used,           5, 0,  no,  no,  0, 0    ; CoL
not used,           5, 0,  no,  no,  0, 0    ; CA
not used,           5, 0,  no,  no,  0, 0    ; Cmb
not used,           5, 0,  no,  no,  0, 0    ; Cmn         15
not used,           5, 0,  no,  no,  0, 0    ; Cmp
not used,           5, 0,  no,  no,  0, 0    ; Csc
not used,           5, 0,  no,  no,  0, 0    ; Cst
not used,           5, 0,  no,  no,  0, 0    ; Cor
not used,           5, 0,  no,  no,  0, 0    ; Cur         20
not used,           5, 0,  no,  no,  0, 0    ; Dem
not used,           5, 0,  no,  no,  0, 0    ; Eco
not used,           5, 0,  no,  no,  0, 0    ; E1
East Front,         5, 0,  nil, nil, 0, 0    ; E2
not used,           5, 0,  no,  no,  0, 0    ; Eng         25
not used,           5, 0,  no,  no,  0, 0    ; Env
not used,           5, 0,  no,  no,  0, 0    ; Esp
not used,           5, 0,  no,  no,  0, 0    ; Exp
not used,           5, 0,  no,  no,  0, 0    ; Feu
not used,           5, 0,  no,  no,  0, 0    ; Fli         30
not used,           5, 0,  no,  no,  0, 0    ; Fun
not used,           5, 0,  no,  no,  0, 0    ; FP
not used,           5, 0,  no,  no,  0, 0    ; Gen
not used,           5, 0,  no,  no,  0, 0    ; Gue
not used,           5, 0,  no,  no,  0, 0    ; Gun         35
not used,           5, 0,  no,  no,  0, 0    ; Hor
not used,           6, 0,  no,  no,  2, 1    ; Ind
not used,           5, 0,  no,  no,  0, 0    ; Inv
not used,           5, 0,  no,  no,  0, 0    ; Iro
not used,           5, 0,  no,  no,  0, 0    ; Lab         40
not used,           5, 0,  no,  no,  0, 0    ; Las
not used,           5, 0,  no,  no,  0, 0    ; Ldr
not used,           5, 0,  no,  no,  0, 0    ; Lit
not used,           5, 0,  no,  no,  0, 0    ; Too
not used,           5, 0,  no,  no,  0, 0    ; Mag         45
not used,           5, 0,  no,  no,  0, 0    ; Map
not used,           5, 0,  no,  no,  0, 0    ; Mas
not used,           5, 0,  no,  no,  0, 0    ; MP
not used,           5, 0,  no,  no,  0, 0    ; Mat
not used,           5, 0,  no,  no,  0, 0    ; Med         50
not used,           5, 0,  no,  no,  0, 0    ; Met
not used,           5, 0,  no,  no,  0, 0    ; Min
not used,           5, 0,  no,  no,  0, 0    ; Mob
not used,           5, 0,  no,  no,  0, 0    ; Mon
not used,           5, 0,  no,  no,  0, 0    ; MT          55
not used,           5, 0,  no,  no,  0, 0    ; Mys
not used,           5, 0,  no,  no,  0, 0    ; Nav
not used,           5, 0,  no,  no,  0, 0    ; NF
not used,           5, 0,  no,  no,  0, 0    ; NP
not used,           5, 0,  no,  no,  0, 0    ; Phi         60
not used,           5, 0,  no,  no,  0, 0    ; Phy
not used,           5, 0,  no,  no,  0, 0    ; Pla
not used,           5, 0,  no,  no,  0, 0    ; Plu  (Cst & Pot)
not used,           5, 0,  no,  no,  0, 0    ; PT
not used,           5, 0,  no,  no,  0, 0    ; Pot         65
not used,           5, 0,  no,  no,  0, 0    ; Rad
not used,           5, 0,  no,  no,  0, 0    ; RR
not used,           5, 0,  no,  no,  0, 0    ; Rec
not used,           5, 0,  no,  no,  0, 0    ; Ref
not used,           5, 0,  no,  no,  0, 0    ; Rfg         70
not used,           5, 0,  no,  no,  0, 0    ; Rep
not used,           5, 0,  no,  no,  0, 0    ; Rob
not used,           5, 0,  no,  no,  0, 0    ; Roc
not used,           5, 0,  no,  no,  0, 0    ; San
not used,           5, 0,  no,  no,  0, 0    ; Sea         75
not used,           5, 0,  no,  no,  0, 0    ; SFl
not used,           5, 0,  no,  no,  0, 0    ; Sth
not used,           5, 0,  no,  no,  0, 0    ; SE
not used,           5, 0,  no,  no,  0, 0    ; Stl
not used,           5, 0,  no,  no,  0, 0    ; Sup         80
not used,           5, 0,  no,  no,  0, 0    ; Tac
not used,           5, 0,  no,  no,  0, 0    ; The
not used,           5, 0,  no,  no,  0, 0    ; ToG
Rumanian Betryal,   5, 0,  X7,  nil, 0, 0    ; Tra
Late War,           5, 0,  X7,  nil, 0, 0    ; Uni         85
Operation Budapest, 5, 0,  X7,  nil, 0, 0    ; War
Stalingrad Defensive,5,0,  X7,  nil, 0, 0    ; Whe
Stalingrad Offensive,5,0,  X7,  nil, 0, 0    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 1    ; ...
PanzerIVH,          5, 0,  X7,  nil, 0, 0    ; U1          90
Improved Panzer,    5, 0,  X7,  nil, 0, 0    ; U2
Jadgpanther,        5, 0,  X7,  nil, 0, 0    ; U3
PanerVIB Knigstiger,5,0,  X7,  nil, 0, 0    ; X1
Hummel,             5, 0,  X7,  nil, 0, 0    ; X2
SU Tank Destroyers, 5, 0,  X7,  nil, 0, 0    ; X3          95
ISU Tank Destroyers,5, 0,  X7,  nil, 0, 0    ; X4
T-34/85,            5, 0,  X7,  nil, 0, 0    ; X5
IS-2,               5, 0,  X7,  nil, 0, 0    ; X6
base technology,    5, 0,  no,  no,  0, 0    ; X7          99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    no,
Fuel Depot,               6,  1,    nil,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    no,
Library,                  8,  1,    no,
Courthouse,               8,  1,    no,
City Defense,             1,  0,    nil,
Aqueduct,                 8,  2,    no,
Bank,                     12, 3,    no,
Cathedral,                12, 3,    no,
University,               16, 3,    nil,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    nil,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    no,
Supermarket,               8, 3,    nil,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    nil,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
Transporter,              0,  0,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
War Bonds,                60, 0,    nil,
Pyramids,                 20, 0,    no,
Tractor Works Factory,    20, 0,    nil,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    Mys,
Arrow Cross Party,        30, 0,    nil,
Sun Tzu's War Academy,    30, 0,    no,
Red October Factory,      30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no,
Rodina,                   40, 0,    nil,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Stalin,                   30, 0,    nil,
Leonardo's Workshop,      40, 0,    no,
Socialism,                40, 0,    nil,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Caucuss Oil,              60, 0,    nil,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Communism,                60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
no,         ; Oracle
nil,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Hungarian Infantry,nil,0,2.,0,6a,5d,  1h,1f,  2,0,  1, nil, 000000001000000
Rumanian Infantry,nil,0,2.,0, 6a,4d,  1h,1f,  2,0,  1, nil, 000000001000000
Schtzen,     nil, 0,  2.,0,  6a,6d,  1h,1f,  2,0,  1, nil, 000000001000000
Aufklrungs,  nil, 0,  2.,0,  7a,5d,  1h,1f,  2,0,  0, nil, 000001001000011
Kampfstaffel, nil, 0,  2.,0,  8a,5d,  1h,1f,  2,0,  0, nil, 000000001000000
Scharfschtze,nil,0,  2.,0,  5a,4d,   1h,2f,  2,0,  0, nil, 010011001000011
Panzershreck, nil, 0,  2.,0, 11a,2d,  1h,1f,  2,0,  0, nil, 000000001000000
Waffen SS,    nil, 0,  2.,0,  9a,8d,  1h,1f,  2,0,  0, nil, 000000001000000
MG42,         nil, 0,  1.,0,  0a,8d,  1h,1f,  2,0,  1, nil, 000010000000000
Sappers,      nil, 0,  2.,0,  3a,1d,  1h,2f,  2,0,  5, nil, 000001001000010
Panzer Grenadiers,nil,2,1.,0, 0a,5d,  1h,1f,  4,2,  4, nil, 000000100000000
SdKfc 250,    nil, 0,  5.,0,  7a,4d,  1h,2f,  4,0,  0, nil, 000000001000000
PanzerIVG,    U1,  0,  5.,0,  5a,3d,  2h,2f,  5,0,  5, nil, 000100000000000
PanzerIVH,    nil, 0,  5.,0,  6a,4d,  2h,2f,  5,0,  5, U1,  000100000000000
PanzerV Panther,nil,0, 5.,0,  8a,7d,  2h,2f,  6,0,  5, U2,  000100000000000
PanzerVI Tiger,nil,0,  3.,0,  9a,6d,  3h,2f,  8,0,  5, U2,  000100000000000
PanerVIB Knigstiger,nil,0,3.,0,10a,7d,3h,2f, 9,0,  5, X1,  000100000000000
Elefant,      nil, 0,  2.,0, 10a,4d,  3h,2f,  7,0,  5, U2,  000100000000000
StuG 42,      nil, 0,  5.,0,  6a,3d,  2h,2f,  5,0,  5, nil, 000000001000000
Jadgpanther,  nil, 0,  3.,0, 10a,5d,  2h,2f,  7,0,  5, U3,  000100001000000
Flak Panzer,  nil, 0,  5.,0,  6a,6d,  2h,2f,  6,0,  5, U2,  010100000010000
not used,     nil, 0,  3.,0, 12a,2d,  1h,3f,  1,0,  0, nil, 000000001000000
150mm,        nil, 0,  2.,0, 13a,1d,  1h,4f,  1,0,  0, nil, 000000001000000
PaK 42,       nil, 0,  2.,0, 10a,1d,  1h,3f,  4,0,  0, nil, 000000001000000
FlaK 88mm,    nil, 0,  1.,0, 10a,1d,  1h,4f,  4,0,  0, nil, 000000001000000
AA Battery,   nil, 0,  1.,0,  0a,8d,  2h,3f,  5,0,  1, nil, 010100000000000
Wespe,        X2,  0,  3.,0,  8a,1d,  1h,3f,  6,0,  5, nil, 000100001000000
Hummel,       nil, 0,  3.,0,  8a,1d,  1h,4f,  8,0,  5, X2,  000100001000000
Red Army,     nil, 0,  2.,0,  8a,6d,  1h,1f,  1,0,  1, nil, 000000001000010
Paulus,       nil, 1,  1.,0,  0a,1d,  1h,0f,  4,0,  0, nil, 000000100000000
5th Guards,   nil, 0,  2.,0,  9a,8d,  1h,1f,  9,0,  0, nil, 000000001000010
6th Guards,   nil, 0,  2.,0, 11a,5d,  1h,1f,  9,0,  0, nil, 000000001000010
Manstein,     nil, 2,  1.,0,  0a,1d,  2h,1f,  4,12, 4, nil, 000000100000000
SS Panzer Korps,nil,0, 3.,0, 12a,11d, 1h,1f,  4,0,  0, nil, 000000101000000
not used,     nil, 0,  2.,0, 11a,10d, 1h,1f,  9,4,  3, no,  000000001000010
Goryunov MG,  nil, 0,  2.,0,  0a,8d,  1h,1f,  1,2,  1, nil, 000010000000010
T-34 M40,     X5,  0,  6.,0,  7a,5d,  2h,2f,  6,0,  0, nil, 000000000000010
T-34 M41,     X5,  0,  6.,0,  7a,6d,  2h,2f,  6,0,  0, nil, 000000000000010
T-34/85,      nil, 0,  6.,0,  9a,7d,  2h,2f,  8,0,  0, X5,  000000000000010
KV-1,         X6,  0,  4.,0,  7a,4d,  3h,2f, 10,0,  0, nil, 000000000000010
Supply Convoy,nil, 0,  5.,0,  0a,1d,  1h,1f,  1,0,  7, nil, 000000000000000
not used,     X4,  0,  5.,0,  7a,4d,  2h,2f,  6,0,  0, no,  000000001000010
not used,     X4,  0,  4.,0,  8a,3d,  2h,2f, 16,0,  0, no,  000000001000010
not used,     nil, 0,  5.,0, 10a,6d,  2h,2f,  5,0,  0, no,  000000001000010
not used,     nil, 0,  5.,0, 11a,4d,  2h,2f,  6,0,  0, no,  000000001000010
not used,     nil, 0,  4.,0, 12a,1d,  1h,3f, 16,0,  0, no,  000000001000010
Me.109,       nil, 1, 18.,2,  6a,5d,  1h,3f,  5,0,  3, nil, 000000000010011
FW.190,       nil, 1, 23.,2,  9a,4d,  1h,3f,  7,0,  3, nil, 000000000010011
Ju.87 Stuka,  nil, 1, 26.,1, 12a,1d,  1h,3f,  7,0,  0, nil, 000000000000011
He.111,       nil, 1, 23.,2, 12a,1d,  2h,3f,  8,0,  0, nil, 000000000000010
Ju.88,        nil, 1, 25.,2, 16a,1d,  2h,3f,  9,0,  0, nil, 000000000000010
Yak 9,        nil, 1, 20.,2,  6a,5d,  1h,3f,  5,0,  3, nil, 000000000010011
IL-2 Stormovik,nil,1, 26.,1, 12a,1d,  1h,3f,  5,0,  0, nil, 000000000000011
Pe-2,         nil, 1, 20.,2, 16a,1d,  2h,3f, 10,0,  0, nil, 000000000000000
75mm,         nil, 0,  3.,0, 13a,2d,  1h,3f,  1,0,  0, nil, 000000001000000
Katyusha,     nil, 0,  5.,0, 13a,1d,  1h,3f, 16,0,  0, nil, 000000001000010
Bunker,       nil, 0,  0.,0,  0a,17d, 1h,2f,  4,0,  0, nil, 000000000000000
Italian Infantry,nil,0,2.,0,  5a,6d,  1h,1f,  4,0,  0, nil, 000000001000000
NKVD Guards,  nil, 0,  3.,0, 12a,10d, 2h,1f,  9,4,  3, nil, 000001001000010
Red Guards,   nil, 0,  2.,0, 10a,5d,  1h,1f,  1,0,  3, nil, 000001001000010
SU-122,       X4,  0,  6.,0,  8a,4d,  2h,2f,  6,0,  0, X3,  000000001000010
SU-152,       X4,  0,  5.,0,  9a,3d,  2h,2f, 16,0,  0, X3,  000000001000010
ISU-122,      nil, 0,  6.,0, 11a,6d,  2h,2f,  5,0,  0, X4,  000000001000010
ISU-152,      nil, 0,  5.,0, 12a,4d,  2h,2f,  6,0,  0, X4,  000000001000010
IS-2,         nil, 0,  5.,0,  9a,6d,  3h,2f, 16,0,  0, X6,  000000000000010
Sniper,       nil, 0,  3.,0,  6a,3d,  1h,2f,  9,2,  1, nil, 010011001000011
Partisan,     nil, 0,  2.,0,  5a,2d,  1h,2f,  9,3,  0, nil, 000001001000010
T-34,         nil, 0,  1.,0,  6a,6d,  2h,2f,  6,0,  0, nil, 000000000000010
not used o,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used p,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used q,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used r,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used s,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used t,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used u,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used v,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used w,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used x,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used y,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used z,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Oil Field,  1,2,  9,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  Pln,  no, ; Drt
Puszta,     1,2,  1,1,0,   yes, 1, 5, 1,   Mou, 2, 2,  0,  Mou,  no, ; Pln
Grassland,  1,2,  1,1,0,   yes, 1, 5, 2,   Mou, 2, 2,  0,  Mou,  no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   Mou, 0, 3,  0,  Mou,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   Mou, 3, 5,  1,  Mou,  no, ; Hil
Minefield,  4,1,  0,0,0,   no,  1,10, 0,   Grs, 1, 2,  6,  Tun,  no, ; Mou
Steppe,     1,2,  1,0,0,   yes, 1,10, 1,   Mou, 0, 2,  0,  Mou,  no, ; Tun
Marsh,      2,3,  1,0,0,   yes, 1, 5, 0,   Mou, 1, 3,  3,  Mou,  no, ; Gla
Urban,      1,3,  2,4,2,   Grs, 0,15, 6,   no,  0,15,  0,  Mou,  yes,; Swa
Woods,      1,3,  1,1,0,   Grs, 0,15, 6,   Mou, 0, 2,  0,  Mou,  no, ; Jun
Deep Water, 1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oil,        1,2, 10,1,0,
Horse,      1,2,  1,3,0,
Grassland,  1,2,  1,1,0,
Lumber Mill,2,3,  2,2,0,
Coal,       2,4,  1,2,0,
Gold,       6,1,  0,0,0,
Collective Farm,1,2,2,1,0,
Trout,      2,3,  1,0,0,
Urban,      1,3,  2,4,2,
Village,    2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2, 10,1,0,
Livestock,  1,2,  2,1,0,
Grassland,  1,2,  1,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       6,1,  0,0,0,
Sheep,      1,2,  1,0,3,
Marsh,      2,3,  1,0,0,
Urban,      1,3,  2,4,2,
Village,    2,3,  1,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN1
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN2
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Puszta,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Mou,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   yes, 2,10,  0,  Mou,  no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Mou,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Mou,  no, ; Hil
Minefield,  6,1,  0,0,0,   no,  1,10, 0,   no,  1,10,  6,  Tun,  no, ; Mou
Steppe,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Mou,  no, ; Tun
Marsh,      2,3,  0,0,0,   yes, 1, 5, 0,   no,  1,15,  3,  Mou,  no, ; Gla
Urban,      1,3,  4,4,2,   Grs, 0,15, 6,   no,  0,15,  0,  no,   no, ; Swa
Woods,      1,3,  1,1,0,   Grs, 0,15, 6,   no,  0,15,  0,  Mou,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN3
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Field Marshal,Field Marshal
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Mihai I ,    Ishtari,              0, 2, 0, Rumanians,   Rumanian,   -1, -1,  1,     4, King, King
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Erich Von Manstein,Erich Von Manstein,0, 6,1,Axis,       Axis,        0,  1, -1,     4, Field Marshal, Field Marshal
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Josef Stalin, Catherine the Great, 0, 1, 3, USSR,        Soviet,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0		; AFl
0		; Alp
0		; Amp
0		; Ast
0		; Ato
0		; Aut
0		; Ban
0		; Bri
0		; Bro
0		; Cer
0		; Che
0		; Chi
0		; CoL
0		; CA
0		; Cmb
0		; Cmn
0		; Cmp
0		; Csc
0		; Cst
0		; Cor
0		; Cur
0		; Dem
0		; Eco
0		; E1
0		; E2
0		; Eng
0		; Env
0		; Esp
0		; Exp
0		; Feu
0		; Fli
0		; Fun
0		; FP
0		; Gen
0		; Gue
0		; Gun
0		; Hor
0		; Ind
0		; Inv
0		; Iro
0		; Lab
0		; Las
0		; Ldr
0		; Lit
0		; Too
0		; Mag
0		; Map
0		; Mas
0		; MP
0		; Mat
0		; Med
0		; Met
0		; Min
0		; Mob
0		; Mon
0		; MT
0		; Mys
0		; Nav
0		; NF
0		; NP
0		; Phi
0		; Phy
0		; Pla
0		; Plu  (Cst & Pot)
0		; PT
0		; Pot
0		; Rad
0		; RR
0		; Rec
0		; Ref
0		; Rfg
0		; Rep
0		; Rob
0		; Roc
0		; San
0		; Sea
0		; SFl
0		; Sth
0		; SE
0		; Stl
0		; Sup
0		; Tac
0		; The
0		; ToG
0		; Tra
0		; Uni
0		; War
0		; Whe
0		; Wri
1		; ...
5		; U1
0		; U2
0		; U3
0		; X1
0		; X2
0		; X3
0		; X4
0		; X5
0		; X6
0		; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own

@LEADERS2
11111101  ; Soviet
11111101  ; Romanian
11111101  ; Germans
11111101  ; Egyptians
11111101  ; Americans
11111101  ; Axis
11111101  ; Axis
01020000  ; Russians
01020000  ; Zulus
01020000  ; French
01020000  ; Aztecs
01020000  ; Chinese
01020000  ; English
01002000  ; Brr'til
01020000  ; Celts
01020000  ; Japanese
01020000  ; Vikings
01020000  ; Spanish
01020000  ; Persians
01020000  ; Carthaginians
01002000  ; Treg

01000000  ; Arabs
01000000  ; Incas


; Advanced unit fields

; A) 'tribe may build' mask:		0 - can't; 1 - can
; B) 'not allowed on map' mask:		1 - not allowed on map
; C) minimum bribe amount:			n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask:	1: can; 0: can't for each site type
; E) 'use transport site' mask:		1: can; 0: can't for each site type
; F) native transport ability:		1: can; 0: can't for each map relationship type
; G) General flags
;	00000001	invisible until attack:					1 - invisible
;	00000010	non-disbandable (human players only):	1 - cannot disband
;   00000100	0-range-air-unit damage override:		1 - override damage
;   00001000	barbarian units can't be bought off:	1 - can't buy off
;	00010000	impassable terrain override:			1 - override impassable terrain
;   01000000    barbarian unit will not expire:         1 - no expire
;	10000000    override .SPR file for this unit:	    1 - don't use .SPR

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Hungarian
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Rumanian
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Gewer
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Recon
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Sturm
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010001  ;Sniper
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Panzersch
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Waffen
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;MG42
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Sapper
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;PznrGren
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Halftrack
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;P4G
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;P4H
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panther
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Tiger
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;KingTiger
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Elefant
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;StuG42
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;JadgPanther
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;FlakPanz
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;76mm
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;150mm
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;47pak
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Flak88mm
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;AABattery
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Wespe
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Hummel
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;Red Army
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Paulus
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;5th Guards
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;6th Guards
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Manstein
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;SS Panzer
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;NKDV Guards
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;Machinegun
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-30
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-34M41
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-34/85
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;KV-1
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Supply
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;SU-122
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;SU-152
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;ISU-122
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;ISU-152
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Katyusha
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Me.109
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;FW-190
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Stuka
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;He.181
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Ju.88
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Yak-9
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;IL-2
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Pe-2
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;76mm
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Katyusha
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;Bunker
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Italian Inf.
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;NKDV Guards
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010010  ;Red Guards
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;SU-122
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;SU-152
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;ISU-122
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;ISU-152
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;IS-2
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010011  ;Sniper
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11010011  ;Partisan
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-30


@MAP_TRANSPORT_RELATIONSHIPS
1,2
3,4
1,3

; map, primary unit type, secondary unit type

@INITIAL_SETTINGS
0,0,3	;Romans
0,0,3	;Babylonians
0,0,3	;Germans  
0,0,3	;Egyptians 
0,0,3	;Americans  
0,0,3	;Greeks     
0,0,3	;Indians  
0,0,3	;Russians    
0,0,3	;Zulus       
0,0,3	;French     
0,0,3	;Aztecs     
0,0,3	;Chinese   
0,0,3	;English    
0,0,3	;Mongols    
0,0,3	;Celts      
0,0,3	;Japanese    
0,0,3	;Vikings    
0,0,3	;Spanish     
0,0,3	;Persians   
0,0,3	;Carthaginians
0,0,3	;Sioux      

@SOUNDS
lightinfantry.wav  	; Hungarian
lightinfantry.wav  	; Rumanian
lightinfantry.wav  	; Gewer Infatry
lightinfantry.wav  	; Recon
heavyinfantry.wav  	; Sturmgrenadiere
sniper.wav  	; Scharfschtze
blast.wav 	; Panzershreck
heavyinfantry.wav  	; Waffen SS
<none>  	; MG42
flame.wav  	; Sappers
<none>  	; PanzerGrenadier
halftrack.wav  	; SdKfc 250
armor.wav  	; PanzerIVG
armor.wav  	; PanzerIVH
armor.wav  	; PanzerV Panther
armor.wav  	; PanzerVI Tiger
armor.wav 	; PanzerVI Knigstiger
armor.wav  	; Elefant
armor.wav  	; StuG 42
armor.wav 	; Jadgpanther
aa.wav  	; Flak Panzer
artillery.wav 	; Artillery
artillery.wav  ; Artillery
artillery.wav 	; Artillery
artillery.wav  ; Artillery
<none>  	; AA Battery
artillery.wav 	; Wespe
artillery.wav; Hummel
lightinfantry.wav  	; Red Army
heavyinfantry.wav  	; Paulus
heavyinfantry.wav  	; 5th Guards
heavyinfantry.wav  	; 6th Guards
heavyinfantry.wav  	; Manstein
heavyinfantry.wav  	; SS Panzer Korps
heavyinfantry.wav 	; NKVD Guards
<none>  	; Machinegun
armor.wav 	; T-34
armor.wav  	; T-34 M41
armor.wav  	; T-34/85
armor.wav  	; KV-1
armor.wav  	; IS-2
armor.wav  	; SU-122
armor.wav 	; SU-152
armor.wav 	; ISU-122
armor.wav 	; ISU-152
armor.wav 	; Katyusha
fighter.wav 	; Me.109
fighter.wav ; FW-190
stuka.wav 	; Stuka
Bomber.wav 	; He.181
Bomber.wav  	; Ju.88
fighter.wav  	; Yak-9
fighter.wav  	; IL-2
bomber.wav  	; Pe-2
artillery.wav 	; Artillery
armor.wav 	; Katyusha
<none>  	; Bunker
lightinfantry.wav  	; Italian
heavyinfantry.wav 	; NKVD Guards
lightinfantry.wav  	; Red Guards
armor.wav  	; SU-122
armor.wav 	; SU-152
armor.wav 	; ISU-122
armor.wav 	; ISU-152
armor.wav  	; IS-2
sniper.wav  	; Sniper
lightinfantry.wav   	; Partisan
armor.wav 	; T-34
<none>  	; New Unit o
<none>  	; New Unit p
<none>  	; New Unit q
<none>  	; New Unit r
<none>  	; New Unit s
<none>  	; New Unit t
<none>  	; New Unit u
<none>  	; New Unit v
<none>  	; New Unit w
<none>  	; New Unit x
<none>  	; New Unit y
<none>  	; New Unit z

@RIVERS
River,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line

